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- using Robust.Shared.GameStates;
- namespace Content.Shared.Light.Components;
- // All content light code is terrible and everything is baked-in. Power code got predicted before light code did.
- /// <summary>
- /// Handles turning a pointlight on / off based on power. Nothing else
- /// </summary>
- [RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
- public sealed partial class SlimPoweredLightComponent : Component
- {
- /// <summary>
- /// Used to make this as being lit. If unpowered then the light will still be off.
- /// </summary>
- [DataField, AutoNetworkedField]
- public bool Enabled = true;
- }
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